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Capcom vs. SNK 2

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Explore Sagat's moveset in Capcom vs. SNK 2, including his Tiger Shots, Uppercuts, and powerful Super Specials. Learn his best combos and Groove choices for dominance.

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Explore Sagat's moveset in Capcom vs. SNK 2, including his Tiger Shots, Uppercuts, and powerful Super Specials. Learn his best combos and Groove choices for dominance.

Sagat, the formidable former boss from Street Fighter 1, returns to Capcom vs. SNK 2, bringing his signature Tiger Shots and Tiger Uppercuts. This guide breaks down his extensive movelist and provides insights into his strengths and weaknesses.

Movelist:

  • Specials: Tiger Shot (QCF + P), Ground Tiger Shot (QCF + K), Tiger Uppercut (DPF + P), Tiger Crush (DPF + K)
  • Super Specials: Tiger Cannon (QCFx2 + P), Ground Tiger Cannon (QCBx2 + P), Tiger Destroyer (QCF, D, D-F + K), Tiger Raid (QCBx2 + K)

Movelist Breakdown:

Normal Attacks:

  • Standing: Close SP (quick, links into itself and others, cancelable), Far LP (Quick Elbow, good damage/range, combo filler), Far SP (great range/priority, cancelable), LK (arguably best normal, good range/speed/recovery/priority, poke/footsie tool), MK (longest range normal, decent whiff punisher)
  • Crouching: LP (Jab, combo starter, short reach, low damage), SP (good range/priority, cancelable, whiff punisher, safe), LK (fast, good range, links into Standing LP, combo starter), MK (good range, cancelable, good in block strings)
  • Jumping: LK (cross-up, good after knockdown), SK (good range/damage/priority, beats anti-airs/ground moves, useful in low jump Grooves)

Special Moves:

  • Tiger Shot: Strong vs. rush/other/anti-air attacks, weak vs. low ground attacks. Decent anti-air when RC'ed, good for space control.
  • Ground Tiger Shot: Strong vs. . air attacks. Decent in combos and block strings.
  • Tiger Uppercut: Strong vs. air/rush/other attacks, weak vs. projectiles. Good anti-air (especially in P/K Grooves), good in combos.
  • Tiger Knee: Strong vs. rush/air/other attacks, weak vs. anti-airs/projectiles. Mainly for combos, decent vs. ground pokes when RC'ed.

Super Special Moves:

  • Tiger Cannon: Strong vs. rush/air/other attacks, weak vs. super projectiles/ground attacks. Level 2/3 are decent anti-airs, good for punishment.
  • Ground Tiger Cannon: Strong vs. . air attacks. Mainly for combos.
  • Tiger Destroyer: Strong vs. rush/some other attacks, decent vs. air attacks, weak vs. projectiles/anti-airs. Damage decreases with distance.
  • Tiger Raid: Strong vs. rush/other attacks, weak vs. projectiles/anti-airs/some air attacks. Sagat's best Super for combos and damage.

Groove Choices:

  • C-Groove: Sagat's best. Stored meter allows patient play and better control. Level 2 cancels from pokes do high damage; full meter can win a round off one hit.
  • K-Groove: Second best. Good stamina + JD = frequent Level 3 supers. Low jump HK and JD aid offense/defense/mix-ups. Time limits on Level 3 supers can be a drawback.
  • N-Groove: Third best. Low jumps like K-Sagat, loses JD for RC. Can store Level 1 supers, powers up for potential Level 3. Less effective than C or K due to lack of stored Level 3 or quick access.
  • P-Groove: OK. Parry aids ground game, but meter fills slowly. Best if proficient with P-Groove characters.
  • A-Groove: OK, but many better A-Groove choices exist.

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